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Posts posted by piercer

  1. If you think about a more natural UX flow, you really should't have to pick a Persona, there's really not a reason.  It should be entirely based on what brigade/flag is in the town.  This is true for Navy, Army and Air as well.   I've always found that aspect of the game a lot of extra clicks that are unnecessary.   Ultimately, the game should start,  you pick Axis or Allied  (should have 'estimated spawn time' shown on the screen) and that's it.    Then you're presented with the Active Battles map -- whatever AO you pick and what equipment you pick should then define your persona.    

    I've never really played Allied, maybe once or twice a decade ago, but on the Axis side you don't pick between German or Italian, it's entirely driven by the equipment choice (Modello vs. K98) -- I realize there are not separate flags, but even if you did the equipment list should be integrated and your persona based on the equipment you choose.

    It's great to see that CRS is thinking about this.



  2. 2 hours ago, xanthus said:

    I just don't get what you all are talking about.

    I'm premium, have played since 2001 (with some breaks here and there), and I play plain, unscoped rifle 99.9% of the time. It is the overall single best, most versatile inf-vs-inf weapon in the game, by far. Since we have no suppression effects, picking any other weapon vs inf is *usually* completely pointless (though at times, LMG can be useful if you have trouble leading especially warpy inf).


    So I just fundamentally disagree with the premise of the thread; it is the *other* classes that are more limited than rifleman, not the other way around. Of course, I'm aware that the perception (especially among n00b free-players) is the opposite of what I'm saying, but after nearly 20 years of experience, I'm 100% convinced that that's an issue of perception, not battlefield reality.

    If we had suppression effects (like in Post Scriptum), this would all be a VERY, VERY different story. Or if we had a weapon like the StG 44. Automatic weapons would be useful in new ways, and the bolt-action rifle's historical inadequacies would finally be revealed. But that's simply not the game world we're playing in at the moment.


    BTW I'm not some delusional teenage gen Y-er who thinks that video games are reality, so that in the real world, bolt action rifles must be just as effective as modern assault rifles. As much as I love bolt action rifles, and as effective as I am in this game with them, InRangeTV had a great video showing plainly that they are utterly and hopelessly obsolete as anything other than a specialized sniper's weapon:


    But my whole point is that our game is not reality. Without suppression effects, our game is more like a giant airsoft match.

    I agree with this 100%, the problem isn't the Rifleman unit.  Like Xanthus, I play it nearly 99% of the time.  It IS the most versatile unit in the game, and if you master it, it offers the most rewarding sense of accomplishment.  Are there refinements to the rifle I'd like to see? Sure, but it's also a zero-sum game.  I think the main issues on rifle are more concealment related, and that most people think it's a close-combat unit, when it takes a ton of skill to use it effectively that way.

    My take is that we are over-focused on the Rifleman being the F2P unit, when in my opinion it should be the SMG or some other close-range combat unit.   I mean don't we want more players? Don't we want there first experiences to be FUN?!?! and then they graduate to wanting to play more units, more versatility, etc...? Becoming more strategic in their play style? Graduate to a longer term sustainable user base.  I remember when I first played originally in 2002/2003 and I used a rifle, if it wasn't for the 91st helping me out I probably would have quit the game out of frustration.  There's so many other game experience and usage dynamics that work against a new player.   Geeze even after all these years I bang my head every time I try to setup a mission.

    3 people like this


    I've always been a bit torn on the white skull piece.   It provides real-world data that overcomes the comms issue, as well as general SA challenges posed by a computer screen and not always positionally accurate audio.   In the real world, given your hearing is intact you'd have a better sense of gun fire direction and distance, not so much in game.   I like the idea of clipping it off after a certain rank,  another idea is shorten their existence life span as a function of rank.




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    As a real world (more relatable) example, if anyone plays hockey you know it's an anaerobic sport, similar to sprinting.  I haven't played anything else that's similar in that regard.  Of 2m on ice, you probably are full-out about  <  40s and that's not with heavy gear, but the ATP build-up is fast, which is why teams cycle short-shifts -- even standing still is hard once it kicks in, which is why you see a lot of players bend-over when they're gassed (runners as well).  You need up to 2m of bench time to rest, or slow-walk.

    If I was going to change regen it would be to implement a staged model, a stage that gives like 2-3s of sprint that recharges quickly after lying down, and a secondary stage that regens at a slowed pace over a longer set of time.   Right now, it's linear, which feels unrealistic.   You can sprint again after a few seconds of catching your breath,  just for a very short distance.  The way it is now you have to wait before regen even starts, it's like regen feels inverse to reality. slow- > quick vs. quick -> slow





    Wow... Not to pop this to top of queue, but this was posted after I had left the game.   I'm honored to have such a great story written about an engagement.  

    I had a lot of RL changes in the last few years that pulled me away, though honestly this is one game that I can seem to completely shed, and I always wonder how the community is doing.  I just recently picked up my k98 for the first time in probably 3+ years.  Game mechanics feel a bit alien to me right now, but have had a few good sorties - ran into Stankyus the other day.   Maybe it's time for my return :)

    Thanks again for the call out pfmosquito!!



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  6. I get them but it's been pretty sporadic lately. Seems more like once a month, rather than the weekly it was for awhile. I'd rather them be monthly, keep the rats focused on the game, fixing bugs, etc... I've done newsletters in the past for companies, can be a time sink even though they provide a lot of value.. have to find the balance.


  7. IIRC

    Best way to think about a normal map is think of a small square mirror lying on a table. When light hits it from a certain angle the light then bounces off the mirror at an angle complimentary to the incoming angle. The normal for this surface would be a straight line extending from the center of the mirror and perpendicular to the surface (line would basically be straight through the middle of the mirror surface)

    For computer graphics though everything is drawn in triangles or polygons. And so that you don't see every single polygon and triangle independently slight adjustments to this line (normal) can be made so that incoming and outgoing light reflects just a little bit differently than normal. The result of these minor modifications is a smoothing effect that blends the triangles or polygons together more naturally - its why a sphere looks like a sphere and not a bunch of polygons or triangles stiched together. As well, you can also use adjustments to normals to exaggerate the surfaces of a texture to give it more realistic depth. A normal map is what is applied to the surface so the graphics card can calculate these surfaces to appear more seamless and freeflowing - similar to a texture map in some ways.

    I'd only expect performance impact on older cards, YMMV.

  8. So far using the new beta 257.15 drivers and the settings I've found work best for me, I tested them using the .benchremagen test in offline mode:

    Ambient Occlusion: OFF

    Ansiotropic: 8x (Seems to have minimal if any frame impact)

    Antialiasing - Gamma: Off

    Antialiasing - Mode: Override

    Antialiasing - Setting: 2x

    * seems to have the least impact, each step up drops about 10-15 fps

    Antialiasing - Transparency: Off

    CUDA: None

    Extension Limit: Off

    Max pre-rendered frames: 3

    Multi display: Single

    Power Management: Max performance

    Texture Filtering - Negative LOD: Clamp

    Texture Filtering - Quality: Quality

    Threaded Optimization: OFF

    * I've noticed this in previous versions and it seems to still impact fps though now its very nominal maybe like 5 fps max. When it's set to Auto you'll loose fps slightly.

    Triple Buffering: Off

    Vertical Sync: Application Controlled (I have it off in app also)

    For my system using .benchremagen I can sustain between 72-78 fps with these settings. Antialiasing seems to have the largest impact with 8xQ dropping me down to 47-50 fps.

    YMMV - Hope this helps. Oh, I turned post-rendering off in-game I just don't like the haziness it creates.


  9. I haven't tried it with the sniper rifle but I have been noticing some skipping with the standard rifle and I'm not sure if I need to tweak my mouse settings or what. But it's usually happening when I aim at objects in the distance slight movement jumps a few pixels rather than being smooth. I have a logitech g500 mouse with very high resolution so there shouldn't be any issues like I'm experiencing.


  10. I advise you read the proper method to overclock on your board - just google it, there are plenty of forums dedicated to overclocking. As indo mentioned you really need to pay attention to temperatures.

    That said, here is the typical methodology:

    1) Download LinX for stress testing your CPU

    2) Google around and find out the max core temp of your CPU

    3) Backup your system

    4) First, remove the memory from the overclock equation. That is increase the ratio so that the memory speed is much lower than spec, it usually doesn't matter how low you set it as long as the speed is under-spec you'll be fine.

    5) Increase the FSB speed so that it increases the CPU clock up 50Mhz (usually when you first start overclocking from the CPU base you have about 100Mhz/200Mhz or more of headroom before you have to do anything else).

    6) Run LinX, click on 'All' next to the 'Memory to use:' section on the main window. Run it for 5 iterations. Make sure you note how HOT your CPU is running (download speedfan or similar temp monitoring software RealTemp is another).

    7) If it runs for 5 iterations with no errors and your computer doesn't lock up or crash, and your well within operating temperature range go back to step #4 and do it again.

    8) At some point your system is going to lock, or Linx will give you an error. If you're still within reasonable operating temps you can throw a tiny .25v increment to the CPU voltage and try again. Granted though I consider this more serious overclocking territory. Otherwise, back-off about 100Mhz and then run Linx for 30 iterations. If it passes all 30 iterations then you're PROBABLY pretty stable. I say probably because there's a lot of variables, ambient temp being one of them.

    9) Go back and change the ratio to put the memory back into spec range.

    YMMV - These are the steps I've taken in the past on these types of system. And your doing this at your own risk, these are just guidelines that have worked in the past.